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Dunabar

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Dunabar last won the day on February 24

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  1. Hey Folks As I was working on my suggestion post for the Italian () Benelli M4, I stumbled across some older videos regarding the Paradigm SRP - Talon, and after watching them & thinking about some older suggestion posts I made. I figured I would take a chance at pitching a new Strike for WW3 before getting to the next gun suggestion post. While the name of this strike may leave a lot to be desired, the Developers can always make a new name for it if they wish to. I just called it R-O-S-W for the acronym, and overall make the Strike's origin seem flexible to the whole East vs. West concept of the game. Not really a super original idea. But, it's not something (generally speaking) we have in WW3. So...when life gives you lemons as they say... Quick story - long ago I came up with a new strike category concept simply called "Support Strikes" and originally the idea was to make a category of strikes that didn't have anything to do with attacking/killing enemy players. But, I think, if the ROSW was added to the game, putting it into a strike category called "Support Strikes" would fit very well even if the original concept was designed around the idea of largely non-lethal strikes. i say "largely" non-lethal as really scoring any kills with these types of strikes should either be pure accident or entirely just dumb levels of luck. Anyways, that is enough bla bla, lets get to it! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts (including two old suggestion posts for Support Strikes!) I have made for WW3. Otherwise, lets get started on the ROSW! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Basic ROSW concept - Basic Concept of the Strike. Section 2 - Strengths & Weaknesses of the ROSW - What the stats, strengths, & weaknesses of the Strike should be. Section 3 - Stats & Customization of the ROSW - What customization options should be open to the Strike. Section 4 - Countering the ROSW - What ways Players can counter the strike. ---- Section 1 - Basic ROSW concept I drew inspiration for the ROSW from the (Above) Paradigm SRP - Talon and from all the RCWSs currently in WW3. Video Sources regarding the Paradigm SRP - Talon Paradigm SRP (Not really a informative video, just a commercial demo sort of speak.) TFB TV Iraqveteran8888 FPSRussia Drivetanks.com (Not really a informative video, just to show that a M249 SAW can be used from the Talon) The strike concept of the ROSW (Remote Operated Sentry Weapon) is very simple; a defensive, stationary, remote operated turret that can turn 360 degrees, fire a variety of small arms ranging from a SMG to a .50 BMG Sniper Rifle, and can even be upgraded further with a Automated System that will engage hostiles at the most optimal, effective range for the weapon & caliber (Will go into greater detail further down the list in the Stats & Customization of the ROSW section regarding the Automated System.) The way a Player should call the ROSW in is very simple. First have them select any location on the map (excluding out of bounds & enemy deployment naturally) to deploy the ROSW, after that have the Helicopter Drone fly down to deliver the container housing the ROSW in it. While the Turret is inside of the container, the Turret is marked unclaimed, and anyone is able to pick it up. Once it is picked up however, the person who ultimately claimed the ROSW will then incur the following penalties while CARRYING the ROSW- They're incapable of using any of their Weapons, Gadgets, Grenades, Strikes, & Repair Tool. They suffer a movement speed reduction. I know some may not like these incurred penalties while they're carrying the ROSW. But, this is being done to discourage (not prevent) Players from running around the map with the ROSW like it's an offensive support weapon to just be dropped in place the moment they spot an enemy. When the Player can deploy the ROSW, they will need to find a suitable flat surface, and can use a translucent model of the ROSW to see exactly where they will be placing it the moment they go to deploy it. Once the ROSW is deployed on the ground, the player will no longer suffer the penalties that come with carrying the ROSW. Finally the ROSW should have 3 sub-systems. Optic - Damage the Optic enough, the Operator cannot see where they're shooting & the Automated System cannot engage targets. Turret - Damage the Turret enough, the ROSW cannot turn left or right. Turret Shield - Damage the Turret Shield enough, the Turret will no longer be protected from most small arms fire from the front. (Turret Shield sub-system is only active so long as the ROSW has been upgraded with a Turret Shield.) So, if the ROSW was added to the game, what would it's strengths & weaknesses be? ---- Section 2 - Strengths & Weaknesses of the ROSW In this section I will cover what I think the Strengths & Weaknesses of the ROSW should be. ROSW Strengths Defensive Support Weapon - Players on Defense or capturing points requiring an extra set of eyes & firepower, will be able to use the ROSW as a extra means of fulfilling their task in the moment. Automated Objective Defense - Should the person who called the ROSW onto the map feel like paying the extra amount of BP to field the ROSW with it's "Automated System" upgrade. They could use the ROSW as a means of protecting an Objective without being in the minimum 100 meter range to operate the weapon directly. Stays even in Death - Should the owner of the ROSW be killed, it should not cause the ROSW to automatically self-destruct if it's already been deployed. If the owner is killed while carrying the ROSW, that should cause the ROSW to be destroyed as well. Fire over Cover - Depending on the height of the cover of course, the ROSW should be tall enough to shoot over most objects it's placed behind. Reduced vertical & horizontal Recoil - Because the weapon would be fixed to the Turret, the reduced recoil of weapons should be noticeable. That said however, spread should still be a factor to consider during prolonged fire. Resistant to most small arms fire - The ROSW should be fairly resistant (NOT IMMUNE) to damage from most calibers smaller than 7.62x51 NATO. Anything from 7.62x51 NATO & above should still do full damage (maybe even 6.8x51.) Now for weaknesses to balance things out a bit. ROSW Weaknesses Limited Mobility - Outside of the owner of the ROSW picking the strike up and moving it. The only movement the Turret can do is a 360 degree turn and point the gun up & down at roughly 60 degree angles. Limited Connection Range - The Player should be required to be within at least 55 Meters to be able to use the remote operated function of the ROSW when they DO NOT have the Automated System upgrade. Limited Ammunition - The ROSW should have a limited amount of ammunition at it's disposal with the actual amount varying between the weapons mounted. Should the owner or team wish to resupply the ROSW, they will need an Ammo bag equipped/off cooldown which will be completely used up by resupplying the ROSW. Limited Anti-Vehicle usage - The ROSW should be incapable of being upgraded with any sort of Rocket Launchers, Grenade Launchers, and the likes that can seriously damage Vehicles. Limited Protection - The ROSW should have very little means of protection beyond taking out the enemy before the enemy takes out the ROSW. Electronic - The ROSW should appear in Thermal sights since it's reliant on electronics and of course powered by a battery. So, naturally the thing would generate warmth and the whole point of a Thermal Sight is to detect warm objects (typically Humans, Animals, Operating Vehicles, etc...) With the Strengths & Weaknesses out of the way. What sort of Stats & Customization should the ROSW have? ---- Section 3 - Stats & Customization of the ROSW In this section we will be covering the basic stats of the ROSW and what customization options I'd personally like to see it have. Now, admittedly right now, I'd like to see a little more complexity in it's customization options compared to other Strikes. The reason for this is because the ROSW, ideally in my head, should perform entirely depending on what sort of weapon it's equipped with. Want it to mainly secure a stairwell? Consider mounting a MCS, VEPR-12, SIG, SA80, or any sort of CQC minded weapon on it. Want it for long sight lines to act as a remote sniper station? Equip it with the G29, Tochnost, 417, or some other weapon good at reaching out to long distances. Naturally all of the weapon choices will have their benefits and drawbacks depending on the weapon that is selected. So a mounted Machine gun may have a higher magazine/total ammunition capacity than other weapons. But, have a slower turret Rotation speed, longer reload, and higher BP cost as a example. Base BP Cost: 450 - (Not including the base Weapon cost) Health: 500 Max Operational Range: 55 Meters Optics: 1x - 3x Sentry Sight BP cost: 0 Weapon Configuration: Battle Rifles Weapon Configuration BP cost: 200 Stock Weapon: SCAR-H Muzzle: SCAR-H Muzzle Brake Barrel: SCAR-H Medium Barrel Magazine Capacity: 20 Rounds Fire modes: Semi-Automatic & Fully Automatic Spread: 0.2 Rate of fire: 525 RPMs Reload time: 7 Seconds Total Ammunition Capacity: 40 Rotation Speed: 7 Elevation Adjustment Speed: 7 Elevation Adjustment: 60 Degrees Now for actual customization options that should be allowed with the ROSW. Optics 1x - 3x Sentry Sight BP cost: 0 4x - 6x Sentry Sight BP cost: 50 7x - 9x Sentry Sight BP cost: 100 10x - 12x Sentry Sight BP cost: 300 Weapon Configuration Submachine Guns BP cost: 0 All SMGs optional All SMG Muzzles optional depending on the SMG All SMG Barrel lengths optional depending on the SMG All SMG Magazine Capacity optional depending on the SMG Weapon Weight influences Elevation & Rotation Speed Shotguns BP cost: 50 All Shotguns optional All Shotgun Muzzles optional depending on the Shotgun All Shotgun Barrel lengths optional depending on the Shotgun All Shotgun Magazine Capacity optional depending on the Shotgun Weapon Weight influences Elevation & Rotation Speed Assault Rifles BP cost: 100 All Assault Rifles optional All Assault Rifle Muzzles optional depending on the Assault Rifle All Assault Rifle Barrel lengths optional depending on the Assault Rifle All Assault Rifle Magazine Capacity optional depending on the Assault Rifle Weapon Weight influences Elevation & Rotation Speed Battle Rifles BP cost: 200 All Battle Rifles optional All Battle Rifle Muzzles optional depending on the Battle Rifle All Battle Rifle Barrel lengths optional depending on the Battle Rifle All Battle Rifle Magazine Capacity optional depending on the Battle Rifle Weapon Weight influences Elevation & Rotation Speed Machine Guns BP cost: 350 All Machine Guns optional All Machine Gun Muzzles optional depending on the Machine Gun All Machine Gun Barrel lengths optional depending on the Machine Gun All Machine Gun Magazine Capacity optional depending on the Machine Gun Weapon Weight influences Elevation & Rotation Speed Precision Sniper Rifles BP cost: 600 All Sniper Rifles optional All Sniper Rifle Muzzles optional depending on the Sniper Rifle All Sniper Rifle Barrel lengths optional depending on the Sniper Rifle All Sniper Rifle Magazine Capacity optional depending on the Sniper Rifle Weapon Weight influences Elevation & Rotation Speed Turret Shield - A heavy steel Turret Shield that protects the front of the ROSW & Turret from standard & hollow point types of ammunition. (IE: FMJ & Hollow Points no longer do damage to the front of the ROSW & Turret sub-system. Optics, Flanks, & Rear of the ROSW & Turret sub-system are still exposed to FMJ & HP ammunition) BP cost: 200 Rotation Speed: -2 Elevation Adjustment Speed: -2 Elevation Adjustment: -10 Degrees Automated System - Installs a Automated System that allows the ROSW to operate on it's own when the owner is not using it. With the Automated System, the ROSW will not attempt to engage targets outside of it's weapon's most optimal, effective range, and will only engage targets in areas with the highest chance to hit. (IE: If the Weapon's most optimal effective range is 0 - 20 meters. It will not automatically engage targets at 21 meters and above. It will also only go for body shots on Infantry, not head or limb shots) BP cost: 600 Automated Operational Range: Unlimited Operational Range: 55 Meters Doesn't Attempt to engage any IFVs, AFVs, or MBTs. Will attempt to destroy any Quads, Buggies, & Drones so long as they're within the required perimeters to be engaged. Reloads Automatically only when both the Magazine & Chamber are empty Strike Icon flashes with a X over the portrait when it's out of Ammunition Engagement Time Engagement Timers should vary between- Sentry Sight Weapon Type Weapon Caliber Weapon Weight Chance of missing Should vary between- Sentry Sight Weapon Weapon Type Caliber Distance between Target vs. ROSW I think that covers everything, though I wouldn't be shocked if I forgot to include something (kind of the price to pay with these longer posts & burning the late night oil.) But, with all of that out of the way, it's time to begin wrapping this post up with ways to hard/soft counter the ROSW. ---- Section 4 - Countering the ROSW So, what ways can the ROSW be countered by enemy players? Well, a lot of different ways actually. Unless you're bull rushing a ROSW, there are more than a handful of ways to come out on top against it. Hell, some of them don't even require the Player to put themselves at risk of dying to it at all. So, here are some ways the ROSW can be countered. UAV Jammer Strikes - It's remote operated turret that requires the usage of signals. Of course the Jammer Strikes would be a problem for the ROSW. Artillery, Bombing Runs, & Airstrikes - It's remote operated turret that is stationary pretty much 24/7/365... IFVs, AFVs, & MBTs - At worse the ROSW can blind them, at best it picks up a kill on an extremely damaged IFV/AFV...and even that requires the ROSW to first have at least have a high caliber weapon equipped...and require the player to directly operate the ROSW. Quadrocopter & Suicide Drones - Stay out of it's attack line of sights and you're easily able to destroy it. UGVs & Helicopter Drone - Stay out of it's attack line of sights and you're easily able to destroy it unless you're using the 7.62 MG...at that point it might take more than a couple brief seconds. Explosives (Grenades, C4, Explosive Drones, RPGs, and etc...) - Stationary, largely unarmored turret...would you really be all that surprised if any of these destroyed it? Another ROSW - Fight fire with fire sometimes. Breaking Line of Sight / getting into cover - Pretty self explained, but a lot of variables to consider also for scenarios. Smoke Cover - At worse, the Player manages to kill someone blind firing into the smoke. At best the Player is just wasting ammo shooting at nothing or the automated system simply cannot see a target and thus won't shoot/attempt to engage targets in that direction for the time being. Ultimately it's a weak (health/armor wise), stationary target that cannot move around without the assistance of the player that claimed it. At that point, you're getting a 2 kills in 1 deal with the Player picking the ROSW up. So if anything I either proposed a very well balanced strike or a very weak strike (which works given that nobody can claim it's overpowered and that means improvements can be made gradually over time.) It can't move on it's own...it's literally just going to sit there unless the player attempts to move it, and even then the Player is going to incur the penalties to move it. If you cannot counter the ROSW when it's deployed or when it's being moved, the problem isn't the strike....(unless it's bugged/glitched of course! But, that is a whole other matter.) ---- With all of that out the way, we can now truly bring this post to an end. I hope everyone likes the idea of the ROSW (Remote Operated Sentry Weapon), even if maybe not exactly how I proposed it. The Developers could make this an even less complex strike than what I suggested. But, when I saw the Paradigm SRP - Talon, I saw a lot of different potential uses with it. Ultimately a lot of the uses I had in mind I actually cut out to keep the Strike from being overpowered...I may have even made it underwhelming ultimately. But, that is why I'm posting this on a forum, so I can make changes where I need to. I actually thought about allowing the ROSW to use Special Weapons and some of the RCWS turrets as well, which the Developers could do if they want to add this into the game. Hell, they could go even more simplistic and just make it a simple Stationary RCWS if they would like to have such a defensive, remote operated turret. Like any suggestion post I make though; I merely make the suggestion posts, the Developers can choose to do with them whatever they desire. For now though, the hour grows late, I need to get some sleep, and later today I will get back to working on "Weapons that can enhance WW3." Till the next suggestion post however... Have a good one folks!
  2. Hey Folks Time for another Shotgun to get the "Weapons that could enhance WW3" spotlight and today I thought I would visit one of the more iconic shotguns in the World. Very few video games DON'T have this weapon in them and I would go as far as to say that not having it in a game with guns is almost heretical...But, that might be going a little far. I was going to cover another Shotgun instead of this one. But, I'm going to keep my old choice in reserve for something special to come down the road a little later. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the Benelli M4! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The Benelli M4 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the Benelli M4 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The Benelli M4 Country of Origin: Italy Manufacturer: Benelli Predecessor: None Weapon type: Semi-Automatic Shotgun Weapon Caliber (Primary): 12-Gauge Weapon Calibers (Alternatives): None Weight: 8 LB or 3.62 KG Capacity: 6+1 with 3 inch shells or 7+1 with 2.75 inch shells Operators: Albania , Andorra , Australia , Belarus , Brazil , Croatia , France , Georgia , Greece , Indonesia , Iraq , Ireland , Israel , Italy , Libya , Lithuania , Malaysia , Malta , Moldova , Philippines , Portugal , Serbia , Slovakia , Slovenia , South Korea , United Kingdom , and United States . Web Sources Benelli USA Military-Today Modern Firearms Guns Fandom Wikipedia Video Sources Benelli Firearms Video Task & Purpose Video Hickok45 Video Summary: The Benelli M4 or M1014, is one of the most iconic Shotguns of the Modern Age and sees wide spread usage across multiple Nations. Some Nations permit large parts of their armed forces to use the weapon, while others restrict it to only their Special Forces groups, or even in some case - Law Enforcement. The most notable aspect of the Benelli M4 is the ARGO system or auto-regulating gas-operated which allows the Shotgun to fire a variety of ammunition without needing to adjust gas system, excluding of course for non-lethal ammunition which are very common to hinder semi-automatic shotguns as they do not produce enough force to cycle the weapon's action. The Benelli M4 also has very few moving parts which reduces vibration and the need for regular maintenance. Most Pump-Action Shotguns will require regular cleaning after various degrees of usage, but the M1014 can go roughly 25,000 rounds of ammunition without cleaning. Less need for maintenance, means more time doing what it was designed to do - clear buildings of any hostiles, and repeat. It's little wonder that the weapon sees such wide spread usage across the world. So, what would the strengths, weaknesses, and stats be of the Benelli M4 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the Benelli M4 In this section I'm going to cover what I think the Strengths of the The Benelli M4 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. So, lets get started. Benelli M4 Strengths 12 Pellets per shot - Fairly self explained; the Benelli M4 should fire 12 Pellets per shell it fires. However, this should be balanced with each Pellet being weaker compared to those of the MCS & VEPR-12. Fairly High Rate of Fire - The Benelli M4 should have a faster Rate of Fire compared to the MCS. But, be slower than the VEPR-12. Modest Low Recoil - The Benelli M4 should have less recoil than the MCS, but more than that of the VEPR-12 Middle ground Spread - The Benelli M4's should sit in between the MCS & VEPR-12 Modestly Fast Reload - The Benelli M4's should be one of the faster (not fastest) tube fed Shotguns to reload. Now we move on to weaknesses to help balance out the gun a bit more. Benelli M4 Weaknesses Weaker Pellets - As stated above; this should be to balance out the fact that the Benelli M4 would ideally be firing 12 Pellets per shot. Tube fed Shotgun - Much like the MCS, the Benelli M4's shells are housed inside of a tube rather than a magazine like the VEPR-12. Because of this, the length of the barrel should in turn determine the amount of ammunition the Benelli M4 can hold. Considerable Hip Fire Spread - The Benelli M4 should have a higher than average spread when firing from the hip, mainly to discourage players from running around corners spraying wildly. Heavier Shotgun - The Benelli M4 should be one of the heavier shotguns on offer. Not the heaviest later on, but higher in the weight category than others when more Shotguns are added. Limited Magazine Options - The Benelli M4 doesn't seem to have a very wide range of extended or modified magazine tubes. It seems like 6, 7, & 8 shell tubes are all there is on offer. So whatever barrel length the user picks should not do a massive amount to improve their shell capacity for the weapon. With both Strengths & Weaknesses out of the way, I think the PTE stats for the Benelli M4 should look something like this- Special Note: Muzzle Velocity & Bullets to Kill are not listed in game for Shotguns currently, thus I will not try to balance around these stats. However, I will not fully remove them from this post in the event that something changes. Benelli M4 basic PTE stats proposal Benelli M4 Effective ranges: 15m (13-11 damage.) Damage decreases at 16m - 30m (11 damage.) Damage decreases at 31m - 45m (4 damage.) Damage decreases at 46m - 75m (0 damage.) Benelli M4 Weight: 13.21 Benelli M4 Recoil: 2.4 Benelli M4 Spread: 0.6 Benelli M4 Reload time: 2.7 Seconds Benelli M4 Rate of Fire: 375 Benelli M4 Caliber: 12 Gauge Benelli M4 Muzzle Velocity: Benelli M4 Bullets to Kill: ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the Benelli M4 should have access to.. Modifications Primary Sights All Shotgun sights optional Secondary Sights All Shotgun sights optional Barrels Long Medium (Stock) Short Muzzles None Side All Shotgun sides optional Magazines 8 Round Magazine Tube (Long Barrel) 7 Round Magazine Tube (Medium Barrel) (Stock) 6 Round Magazine Tube (Short Barrel) Ammunition None - Till some alternatives are offered. Cosmetics The Benelli M4 has a pretty decent bit of customization options for the developers to work with. Maybe even more than just these that I found burning the late night oil. Upper Receiver None Rail Mesa 6-Round Shell Holder Black Aces Quad Rail Handguard BM-4 Handguard V1 BM-4 Handguard V2 B&T Quad Rail Agency Arms M-Lok Handguard Rail Surefire M80 Handguard HAYL Rail M-Lok Stock Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Collapsible Stock Retracted - Simple retracted variant Collapsible Stock Extended - Simple extended variant Fixed Pistol Grip & Stock with side saddle BM-4T Stock Raven Stock Pistol Grip Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Raven Pistol Grip Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the Benelli M4 added to the game, even if maybe not exactly how I pitched it. I know it's a very iconic Shotgun and one I wouldn't doubt will make an appearance at some point in WW3. As I said up above; I was going to cover a different shotgun. But, I figured I would save it for something special I plan to do. I won't go into a lot of details right now, just know it will be very thematic in nature. For now the hour grows really late and I must sleep ( I will fix any typos/derps/whatever after I get rest.) Till the next suggestion post where I will be covering a Sniper Rifle next.... Have a good one folks!
  3. Hey Folks Time to give a Submachine Gun some spot light this time around for "Weapons that could enhance WW3" and today we get to explore another South American SMG in the form of the SAF. Not going to lie, this spicy chili pepper has hit so many of my check boxes when it comes to looking for weapons to suggest for the game. It may not be super top of the line modernized. But, I still think it's cool, it checks those boxes I seek, and overall I'd consider this a great potential gun for the game...Like all guns I suggest...Never mind, lets get into the SAF! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the SAF! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The SAF - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the SAF - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The SAF Country of Origin: Chile Manufacturer: FAMAE Predecessor: None Weapon type: Gas operated Blowback SMG Weapon Caliber (Primary): 9x19mm Parabellum Weapon Calibers (Alternatives): .40 S&W Weight: 6.54 lb or 2.97 kg Capacity: 30 Operators: Argentina , Brazil , Chile , Dominican Republic , El Salvador , Namibia , Nicaragua , Panama , & Portugal . Web Sources Military-Today Modern Firearms TFB Gun Wiki Wikipedia Video Sources Gunscom (A very light Demo of the 9mm SAF's high Rate of Fire along with some info) Arm&Gun (Civilian SAF-200) Arm&Gun (Mainly a Civilian Mini version) Summary: The SAF (S.A.F) is a Chilean Submachine Gun created by Fabricas y Maestranzas del Ejercito (FAMAE), a state-owned firearms manufacturer. Entered service with the Chilean army back in 1993 and draws inspiration for it's design from both the Swiss SIG 540 Assault Rifle & German MP5 Submachine Gun. This gas operated blowback SMG is capable of firing both 9x19mm Parabellum & .40 S&W caliber rounds of ammunition, at a blistering 1,280 rounds per minute. The weapon also features a 4 point fire selector which allows for the usual Safe, Semi, & Full Auto fire modes. But, also allows for 3-Round Burst which isn't nearly as common with Submachine Guns. One of the major drawbacks to the weapon was limited customization options for mounting different Optics, Grips, Lasers, and the likes. But, FAMAE has been gradually working to modernize the SAF with the most recent efforts being the SAF-200 Modernization effort which has far more customization options than the older generation of SAF SMGs. While it is uncertain what the future has in store for the SAF. It is safe to say that it's looking like a bright future ahead as the weapon has found it's way into Civilian hands, Law Enforcement, and in active service in other armed services outside of Chile. Through increased feedback & demand, the SAF may become a South American icon of the Submachine Gun World. So, what would the strengths, weaknesses, and stats be of the SAF if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the SAF In this section I'm going to cover what I think the Strengths of the SAF should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. But, lets get started. SAF Strengths .40 S&W Caliber - Finding SMGs that fire more calibers of ammunition beyond just the common 9mm is pretty tough and to have more variety in the SMG department will obviously require some non-9mm based weapons. Since 9mm & .40 S&W are not massively that different, I would suggest making the .40 S&W a little bit stronger, faster moving, and have a slightly more effective range over the 9x19mm Parabellum. But, I will ultimately leave that testing to the Developers to make the final call on. 3-Round Burst Fire Mode - Pretty straight forward; the real life SAF has 3-round burst fire, so I think the WW3 version (if added) should have it also. High Rate of Fire - With the real life SAF having a blistering 1.2k RPMs, translating that over to the game might be very rough in the balance department. But, I don't really know when too much is truly too much and when a need to scale back on the RPMs is needed. So, I'm not going to suggest a 1:1 representation of the SAFs real life RPMs and instead I'm going to suggest a very high 955 RPMs instead as I think that might be easier to manage. Ultimately it's up to the developers anyways, I'm just making the suggestion post. Integral Suppressor - There is an integral suppressed variant of the SAF simply called the SAF SD and it would be really cool to be able to make that version of the weapon in game. Of course what can make it different against the other suppressors? Well, one idea is to give it the best acoustic dispersion possible at the cost of being the heaviest suppressor for balancing reasons. There could be more possible benefits & drawbacks than that. But, I'm keeping it simple for the sake of the post. Of course I also wouldn't limit Integral Suppressors exclusively to the SAF as there are plenty of other weapons that have Integral Suppressors as well. The MP5SD, AS Val, VSS Vintorez to name a few for example sake. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable benefit could be to give it greater reduced vertical recoil of say...0.6 - 0.8. The justification being that there is just a little extra added weight to the front, thus muzzle climb isn't as high because of it. Is it totally realistic? Probably not. But, neither is WW3 after all. Now we move on to weaknesses to help balance out the gun a bit more. SAF Weaknesses High Vertical Recoil - One of the main drawbacks of the .40 S&W caliber ammunition is that it causes more muzzle rise after shooting compared to 9mm. So, a good starting point of weakening the SAF can be to give it some hefty vertical recoil compared to other SMGs. Limited Magazine Options - The SAF should only have access to 20 & 30 round magazines. However, there are Steel Magazines & Polymer Magazines, so maybe some variety can be achieved there, and thus not a total drawback. Heavy for a SMG - The SAF isn't massively all that much more heavy compared to other SMGs. But, for balance reasons, I would make this thing on the heavier side to balance out the increased damage compared to other SMGs. Integral Suppressor - Pretty much like I stated above; the Integral Suppressor should add the most weight on the gun than any other Suppressor. But, at the benefit of having the best acoustic dispersion. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable drawback to the Integral Suppressor can be that it's impossible to remove as the suppressor is built into the weapon itself. (Developer Discretion) Tricky Customization - One the major drawbacks of the SAF was limited customization options, it was actually only in recent years through the SAF-200 modernization (and other earlier efforts) that the SAF seems to have been able to use things like Laser Lights, Flashlights, foregrips, and stuff. So, in total truth, the SAF should ideally be a bit of a pain to customize with all the neat things we like to put on our weapons. But, while the masochist in me wouldn't be troubled by this. The game isn't being designed exclusively for me obviously. So, if the Developers would like to add the SAF to the game and maintain WW3's level of customization efforts. They will need to take some creative freedoms with some of the Bodyparts of the SAF and create some custom variants of the SAF's stock & aftermarket parts. With both Strengths & Weaknesses out of the way, I think the PTE stats for the SAF-200 should look something like this- SAF basic PTE stats proposal SAF Effective ranges: 0 - 70m (30 damage.) Damage decreases at 71m - 135m (22 damage) SAF Weight: 6.5 SAF Recoil: 0.86 SAF Spread: 0.45 SAF Reload time: 4.2 Seconds SAF Rate of Fire: 955 RPMs SAF Caliber: .40 S&W SAF Muzzle Velocity: 430 m/s SAF Bullets to Kill: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the SAF should have access to.. Modifications Primary Sights All Submachine Gun Options Secondary Sights All Submachine Gun Options Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Submachine Gun Options Integral Suppressor Lowers All Submachine Gun Options Side All Submachine Gun Options Magazines 20 Rounds (Steel Magazine) 20 Rounds (Polymer Magazine) 30 Rounds (Steel Magazine) (Stock) 30 Rounds (Polymer Magazine) Ammunition All (Gun) Ammunition Types optional Cosmetics The SAF has a pretty decent bit of customization options, so this is going to be a pretty decent list for the most part. Upper Receiver None Rail SAF Rail - Default Rail Removed Rail - For those that want to run Basic Iron Sights (yes that means Primary & Secondary Sights cannot be equipped with this.) SAF-200 Rail Handguard SAF Handguard Could have a custom variant also called the SAF-C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF Mini-Handguard - Should come with a built in grip that is roughly like the lighter weight grips currently in game. Could have a custom variant also called the SAF-Mini C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF-200 Handguard - Default Handguard. Special note: By equipping this particular handguard, it should remove the option to equip different Lower Grips, this is because the SAF-200 Handguard is a Lower Grip in of itself. So, it should have it's own benefits/drawbacks like any other Grip. Could have a custom variant also called the SAF-C-200 Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. Stock SAF Folding Stock - Default Stock SAF Adjustable Stock CAR-15 Stock Receiver Cover (IE: Stockless) SAF-ACR Stock (Collapsed) SAF-ACR Stock (Extended) Pistol Grip SAF Pistol grip 1 - Default Pistol Grip SAF Pistol grip 2 Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone likes the idea of seeing SAF added to the game, even if maybe not exactly how I proposed it. Not a lot to really say about this weapon, in the private market it's actually very rare, and overall I think it's a pretty aesthetically pleasing SMG. Plus the SAF is not limited to 9mm ammunition and the SMGs do need as much variety as they can get that isn't another spin of 9mm SMG. Besides, would be nice to see some South American weapons as well and if WW3 is...Well, indeed a World War, then it would be nice to see something/somewhere in South America make an appearance in game at some point. But, that is enough for now, the hour grows late, and I have a Shotgun to cover in the next suggestion post. Till that post comes around though... Have a good one folks!
  4. Good news, sanity is overrated. Bad news, that suppressor isn't changing any time soon. Embrace the Cook Can...or Soup Can as I first thought of it.
  5. Hey Folks Time for another Assault Rifle to get the "Weapons that could enhance WW3" spotlight and today I will be covering the RM277. A prototype 6.8mm caliber, bullpup rifle that is currently one of three next generation weapons taking part in the U.S Army's NGSW program. Of the three top runners in the current bid, the RM277 & the MCX-Spear have the best chances of succeeding in the bid to replace the M4 in the U.S Army (ignoring larger implications mind you and that this is just a Civilian's non-expert opinion.) However, of the three, it seems the RM277 has the least amount of public information available currently, so this post was a little bit of a pain to approach. After this round of weapon suggestions, I'm going to actually go back to my old posts that haven't been forwarded to the developers, update their layouts, see if any new information has been provided for them, and overall just update them. But, that is later down the road, for now- If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the RM277! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The RM277 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the RM277- What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The RM277 Country of Origin: United States Manufacturer: General Dynamics Predecessor: None Weapon type: Bullpup Rifle Weapon Caliber (Primary): 6.8mm (277 TVCM) Weapon Calibers (Alternatives): None Weight: N/A Capacity: 20+1 Operators: None - Prototype Weapon to possibly be adopted by the United States Web Sources TFB RM277 Modern Firearms RM277 Video Sources General Dynamics Ordnance and Tactical Systems (More for show than info) Task & Purpose Summary: With a few Nations in the World stepping away from Bullpup weapons to adopt more standard weapon layouts, the developers at General Dynamics have taken a bold step to submit the RM277, a 6.8mm firing Bullpup Rifle, designed to serve in both a Riflemen role & Automatic Riflemen role for the U.S Army's NGSW program designed to replace both the M4 & M249 SAW. The company developed a new 6.8mm round of ammunition that uses a combination of polymer casing along with a steel bullet, ensuring that the ammunition would be 30-40% lighter for the users that carry it around. The RM277 also features a completely 3D printed Suppressor that uses multiple material to keep it lightweight & efficient with full intention to use it on every rifle regardless if it's in the Riflemen or Automatic Riflemen configuration. Overall General Dynamics has been fairly tight lip in regards to allowing more information out to the public, though it has been slipped out apparently that the weapon only fires at around 550 RPMs. it is hard to say which Rifle the U.S Army will ultimately choose, because much like the Sig Sauer entry, the future of the RM277 of General Dynamics is uncertain at this time when it still has many hurdles to get over. So, what would the strengths, weaknesses, and stats be of the RM277 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the RM277 In this section I'm going to cover what I think the Strengths of the RM277 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. Because there is so little information provided to the public in regards to RM277, I'm largely going to be winging it from here on out. But, lets get started. RM277 Strengths Bullpup bonuses - With the RM277 obviously being a Bullpup, it should naturally get the bonuses that come with being a Bullpup. Lightweight Ammunition - The RM277's Ammunition is one of it's largest selling points of the Weapon as reduced ammo weight usually leads to soldiers being allowed to carry more ammunition. The best way I think this can be translated into WW3 is to give the RM277, 1 - 3 additional magazines than is normal for an Assault Rifle to have (I personally lean towards 2 additional Magazines.) 6.8mm Caliber - The 6.8mm caliber Ammunition on request by the U.S Army is to give Soldiers greater Lethality at longer ranges (so higher damage at range) and offers greater muzzle velocity of roughly 3000 fps or 915 m/s. Overall this means the RM277 would definitely be more of a long range bullpup rifle compared to the others currently in the game. Special Suppressor(s) - The RM277 Suppressors for both the Rifle Pattern and Automatic Rifle pattern were specially tailored for this weapon platform. Without these suppressors the weapon would be rather loud, registering sound levels within the "magnum" range apparently, and would have greater recoil than what it has currently. So, since these suppressors are tailor made to this weapon platform, I would say that the weapon should be quieter than the average assault rifle (not by a lot, maybe just a Medium rating of sound suppression), having some of the recoil trimmed off of it, and the suppressors should not be too heavy even for looking like a Soda Can on the end of the barrel. The Devs could get away with making just one Suppressor for the RM277 if they wanted to do so. But, if they choose to add two suppressors for it, then those Suppressors should have some altering effects to give players at least a little muzzle variety in the weapon's customization. Now we move on to weaknesses to help balance out the gun a bit more. RM277 Weaknesses Bullpup Drawbacks - With the RM277 obviously being a Bullpup, it should naturally get the drawbacks that come with being a Bullpup. Slow Rate of Fire - While there is very little information to back this claim, the RM277's rate of fire is estimated to be roughly 550 RPMs. If this is indeed true, the RM277 (if added to WW3) should have a rather slow rate of fire and thus really not be all that good for CQC unless the player has good aim/gets the drop on the enemy first. Limited Muzzle Options - Since the RM277 was designed around using it's special suppressors, the weapon should NOT have access to any other Muzzle options. Limited Barrel Options - The RM277 seems to currently have only two barrel lengths on offer which is Medium & Long. No 3-Round Burst Fire - The RM277 seems to not have the fire selection option for 3-Round burst. Which I see as more of a benefit for WW3 than a negative (less is more at times folks!) With both Strengths & Weaknesses out of the way, I think the PTE stats for the RM277 should look something like this- RM277 basic PTE stats proposal RM277 Effective ranges: 0 - 105m (33 damage.) Damage decreases at 106m - 135m (28 damage) RM277 Weight: 16.2 RM277 Recoil: 0.64 RM277 Spread: 0.21 RM277 Reload time: 3.4 Seconds RM277 Rate of Fire: 550 RPMs RM277 Caliber: 6.8mm TVCM RM277 Muzzle Velocity: 915 m/s RM277 Bullets to Kill: HDPE: 4 / PTLN: 4 / Cer: 5 / STL: 6 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the RM277 should have access to.. Modifications Primary Sights All Assault Rifle Options Secondary Sights All Assault Rifle Options Barrels Long Barrel Medium Barrel (Stock) Muzzles RM277 Suppressor(s) Lowers All Assault Rifle Options Side All Assault Rifle Options Magazines 10 Rounds 20 Rounds (Stock) Ammunition All (Gun) Ammunition Types optional Cosmetics The RM277 is only a Prototype Bullpup Rifle at this time, so no aftermarket parts are available for it currently. That said however, I think the Devs could work some creative magic at least with the pistol grip to add some options if they desire to. ---- And with all of that out of the way, we bring this post to an end. I hope everyone likes the idea of seeing RM277 added to the game, even if maybe not exactly how I proposed it. I've now proposed two of the three NGSW Rifles currently looking to replace the M4 with the U.S Army. I have one more of them I could propose. But, I'm not sure if I want to propose it next as I've already suggested two American Assault Rifles back to back. We'll see though later down the road. For now I achieved what I really wanted; which was to propose the RM277 & MCX-Spear. They're both 6.8mm Weapons (which we don't have any), they're actually different from one another for the most part with the MCX-Spear having a standard layout vs. the RM277's Bullpup design, and overall variety is the spice of life. But, for now sleep calls for me and I have another Weapon Suggestion post to work on...I just don't know if it's going to be a Light Machine Gun, Submachine Gun, or Sniper Rifle I cover next...We'll see though! Till the next suggestion post... Have a good one folks!
  6. Hey Folks Time for the 4th round of "Weapons that could enhance WW3" after taking a suggestion break and my first weapon suggestion post of the new year. I made some changes to my general suggestion post layout, mainly because I wanted to try to streamline the posts more, make it easier for me to finish, and overall try to cut down on some of the post length however I can while still delivering what I hope is helpful information. Anyways, I may still need to tweak a few things, correct some typos, late night oversight errors, and stuff like that. But, I hope this new layout/streamlined suggestion post seems better in the long run, especially since after I complete the 4th round of "Weapons that could enhance WW3", I want to do something a bit different that I have been considering for awhile. But, that is info for later on. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the M45A1! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The M45A1 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the M45A1 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The M45A1 Country of Origin: United States Manufacturer: Colt Predecessor: M45 MEUSOC & M1911(A1) Weapon type: Semi-Automatic Pistol Weapon Caliber (Primary): .45 ACP Weapon Calibers (Alternatives): None Weight: 2.5 LB or 1.13 KG Capacity: 7+1 Operators: United States Web Sources Colt M45A1 Video Sources Military Arms Video Garand Thumb Video Forgotten Weapons Video Summary: The M45A1 is the upgraded variant of the M45 MEUSOC and is basically a modern M1911(A1) in everything but name. The M45A1 takes the basic M1911 frame and expands upon it to the maximum amount that can be done without needing to make considerable changes to the weapon itself. It's most notable external features are a modified 1913 style rail which is slightly larger than most 1913 style rails that are found on some 1911 pistols, an extended beaver tail to prevent hammer bite, a rounded hammer over the classic 1911 spur hammer, 3-dot trijicon tritium sights which are fairly common pistol sights these days, and a composite laminated grip to enhance the user's hold on the weapon itself when firing. Internally the M45A1 isn't all too different from a classic M1911 except for the addition of a double recoil spring to dampen the effects of recoil when shooting. Though the weapon sees very limited service in the USMC community, the reason for it has nothing to do with general performance. The one major issue it had was in regards to the finish of the pistol that was causing some sort of problems and that has since been resolved. The main reason for it most likely not seeing a lot of use. is most likely more do to logistical problems. (IE: there isn't a lot of .45 ACP ammunition on offer to justify fielding more M45 MEUSOCs or upgrading them into A1 variants.) Costs may be another reason as well since the M45A1 is pretty much a high end custom M1911 at the end of the day. So, what would the strengths, weaknesses, and stats be of the M45A1 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the M45A1 In this section I'm going to cover what I think the Strengths of the M45A1 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. So, lets get started. M45A1 Strengths .45 ACP Ammunition - The M45A1 only fires a .45 ACP caliber round, which is obviously a bigger round than 9mm. So it should naturally do more damage against unarmored parts of a Soldier's body. But, it should have more armor penetration penalties compared to the 9mm ammunition. Very Accurate- The M45A1 should be exceptionally accurate with both low vertical recoil & spread. The M1911 is regarded as being a very accurate shooting pistol and once again the M45A1's modernization efforts have made it even more accurate than the M1911. Wider variety of extended Magazines - The M45A1 should have access to three different magazines. Standard 7 round Magazine, a 10 round Magazine, and finally a 15 round extended magazine. However, this should come at the cost of having no 60 round drum magazine like the 9mms do and this is mainly for a combination of balance & differing the weapons from each other. There are 60 round .45 ACP drum magazines for 1911s, I just view this as a "less is more" sort of case. Slightly faster reload - Because the M45A1 builds off of the exceptional ergonomics of the M1911, the M45A1 should have a slightly faster reload speed compared to the current pistols in WW3. Now we move on to weaknesses to help balance out the gun a bit more. M45A1 Weaknesses Heavier than the average Pistol - The M45A1 should be heavier than the current pistols on offer, this is mainly because of the .45 ACP round being a larger caliber of ammunition needing a heavier pistol to handle the recoil. Decreased effective range - The M45A1 should have a shorter effective range. But, not lose as much kinetic energy. Low Muzzle Velocity - The M45A1 should have a lower than average muzzle velocity. Reduced damage against Body Armor - Though .45 ACP is a heavier hitting round compared to 9mm, its a slower moving round of ammunition, and speed is one of the factors that helps determine effectiveness against certain levels of Body Armor. So, the M45A1 should have a further 25% damage reduction against all Soldier Armors which means it will take 1 extra bullet to kill a Soldier when shooting through their Armor. No 60 Round Drum Magazine - As I stated above; I just view this as a "less is more" sort of case and think the M45A1 should NOT have access to a 60 round Drum Magazine. With both Strengths & Weaknesses out of the way, I think the PTE stats for the M45A1 should look something like this- M45A1 basic PTE stats proposal M45A1 Effective ranges: 50m (36 damage.) Damage decreases at 60m - 135m (29 damage) M45A1 Weight: 2.97 M45A1 Recoil: 0.8 M45A1 Spread: 0.16 M45A1 Reload time: 2.2 Seconds M45A1 Rate of Fire: 600 M45A1 Caliber: .45 ACP M45A1 Muzzle Velocity: 253 m/s M45A1 Bullets to Kill: HDPE: 7 / PTLN: 8 / Cer: 12 / STL: 16 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the M45A1 should have access to.. Modifications Primary Sights All Pistol Options Barrels None Muzzles All Pistol Options Side All Pistol Options Magazines 7 Rounds 10 Rounds 15 Rounds Ammunition All (Gun) Ammunition Types optional Cosmetics Because there are so many different customization efforts that have been with this 110 year old gun design, I'm going to keep this relatively simple. Allow players to change the grips on the gun. Allow players to remove the rail ahead of the trigger guard (for those that know they do not want to mount a laser, flash light, or whatever else on the pistol. Allow players to change the upper slide of the gun. Overall if a Player wants their M45A1 to look like a M45 MEUSOC or a more true to form Modern M1911(A1), then they should be able to capture that look if they want it. ---- And with all of that out of the way, we bring my first gun suggestion post of 2021 to an end. I hope you like the idea of seeing the M45A1 added to the game at some point, even if maybe not exactly how I think it should be added. I know folks are probably not going to like it because it's not the M1911 in name. But, honestly, the M45A1 is pretty much everything the M1911 is but better in pretty much every regard. Though I get how it may be hard for some to accept the M45A1, especially since the M1911 is pretty much a legendary icon of the gun world like the AK, M2 Browning, AUG, and etc...Next post coming up will be Assault Rifles and it will be another American Rifle this time around. I know it's a little American heavy for the start, but I have a reason for it I promise. Till the next suggestion post however... Have a good one folks!
  7. Hey Folks Time for the USMC (United States Marine Corps) badges as I promised. This will actually be a fairly short post as the USMC is pretty well represented in the game already and in truth they're one of, if not the smallest branch of the US Armed Forces. No shortage of cool badges with the USMC or any of the other branches, but I'm trying to keep my badge suggestions within certain parameters. So, I -might- do a US Misc Badge post waaay later down the road. If you wish to read other suggestion posts I have made after this, click the link down below. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Special Operations Command Badge Section 2 - USMC Division Badges Section 3 - Special Forces & Special Operations Forces ---- Section 1 - Special Operations Command Badge Much like the last post, since the USSOCOM emblem is in the game as SOC, and having already suggested the Army's emblem for their side of SOCOM. I figured I would go ahead and suggest the MARSOC emblem to go with it to keep in theme. ---- Section 2 - USMC Division Badges For the Divisions (which I know the U.S has a lot already present in the game) I wanted to find groups that had some involvement with Asia since that is where WW3's next Theater of War will be expanding into. Lucky enough for me however, there hasn't been too many places in Asia the USMC hasn't been to during war time. All of these badges/insignias are fairly colorful, but they have been made in more subdued versions I believe if the Developers rather have those over these more colorful ones. 1st Marine Division - Nicknamed "The Old Breed," the 1st Marine Division is the largest & oldest of the three active Marine Divisions in the U.S Military. The 1st Marine Division saw extensive combat throughout the 2nd World War. But, one of it's most notable battles was at the Battle of Peleliu, where a battle that was assumed to last for four days, ended up lasting two months as Imperial Japanese soldiers were prepared on the island, and well equipped to take on the advancing Marines. The Marines would have to contend with an entrenched enemy that had access to mortars, light tanks, thousands of obstacles for the American landing craft like landmines, and buried artillery shells with their fuses exposed so they would explode the moment a Vehicle crossed over them. Though the U.S would ultimately win the Battle of Peleliu, the U.S Marines would view the battle as "the bitterest battle of the war for the Marines." 2nd Marine Division - The 2nd Marine Division distinguished itself across the pacific theater in WW2, but one of their most distinguishing moments was at the Battle of Tarawa. Imperial Japanese forces had nearly a whole year to prepare their defenses for the coming attack, setting up roughly 500 pillboxes, 40 Artillery pieces scattered across the island in Fortified firing pits, coastal guns, an airfield cut straight into the center of the island through the thick bush, trenches connected to all points of the island allowed Japanese soldiers to move under cover, and were reinforced by 14 Type-95 light Tanks with all around highly experienced Officers. Though the 2nd Marine Division would ultimately carry the day with a Victory, the grueling struggle to claim the heavily fortified island would claim over 3,166 Men of the 2nd Marine Division within roughly 76 hours against an opponent who fought to nearly the last man. Every Imperial Japanese Tank was destroyed, only 17 soldiers (1 Officer and 16 Enlisted) were captured, and only 129 Korean laborers of 1,200 were captured. The failures of the Tarawa landing would eventually lead to the creation of the Underwater Demolitions Teams who were the precursor to the modern U.S Navy SEALs. 3rd Marine Division - Currently based in Okinawa, Japan. The 3rd Marine division had a distinguished service by the end of World War 2 much like the 1st & 2nd Marine Divisions. However, it is their service in Vietnam that I will be focusing on in particular as they were the first Marines to arrive in the country. For 4 years the 3rd Marine Division would see continuous combat near the North & South DMZ. But, it was during the Tet Offensive that the Division would truly experience it's trial by fire as a estimated (unconfirmed) 40,943 PAVN (North Vietnam) & VC Troops would launch attacks on every area of operation the 3rd Marine Division was active in. During the Battle of Huế, PAVN & VC Troops would engage ARVN (South Vietnam) troops in the early days, but would eventually start fighting with US Marines & Army Soldiers with Air Force support once they were able to assist the ARVN. As the Battle of Huế raged on with street to street fighting taking place, the city would be almost completely wiped out in one of the longest & bloodiest fights of the War. 4th Marine Division - The 4th Marine Division has history in WW2 just like the 1st, 2nd, & 3rd Divisions do, such as the battle of Kwajalein, battle of Saipan, battle of Tinian, and battle of Iwo Jima. But, the 4th Marine Division is actually a reserve Division meant to reinforce/assist/etc the other Divisions during conflict. However, after WW2 the 4th Marine Division went inactive till the first Gulf War (aka Desert Storm) and still remain in active service to this day in Afghanistan. But, even though the 4th Marines are primarily a Reserve division, I think with this fictional 3rd World War setting it wouldn't be any stretch to see the 4th Marine Division in active service. ---- Section 3 - Special Forces & Special Operations Forces Currently in game the two "Special Forces" like units of the USMC are already represented in game, the Marine Raiders & Force Recon. In the case of the Marine Raiders, you have the MARSOC badge in game and the mislabeled "Russian Patch" (Which I could be wrong on. I haven't researched Russian insignias, sleeve patches, and etc.) Then for Force Recon you have the technically mislabeled, USMC patch (The Skull one, not the identification one.) So there isn't really a need for more, but I wanted to at least suggest one more for Force Recon. So here it is- There are other patches for USMC groups, but I think those would be more fitting if WW3 ever gets a Ship map, Navel Warfare, or any sort of Maritime/beach assault style maps. I'm sure some would say "Now is fine, don't need to be super picky." But, I'm an odd fella, I like to suggest things that fit in the right times. ---- And with all of that out of the way we bring the post to an end. I hope everyone likes the idea of having these badges on offer in the game, I know the U.S already has a lot of representation via badges currently. But, when it comes to badges and soldier customization in general, more is simply more in my opinion. Next suggestion post will more than likely be the Navy next, then I will cover the Air Force. Both of these coming suggestion posts will be fairly small since they (unsurprisingly) don't have many Land Combat Units to begin with. Anyways! Till the next suggestion post... Have a good one!
  8. Hey Folks So I felt like doing a light suggestion post as I get ready to overhaul almost all of my older suggestion posts and I felt I would do some Soldier customization stuff. I figure this would be pretty low risk in earning some angst from People (not risk free mind you) and make some suggestions that don't actually impact gameplay beyond "Hey, I get to make my soldier look cool." Anyways, I know the United States has a lot of customization representation in the game and thus a lot of People will probably turn their nose up at these suggestions. But, I think some of these additions would be cool to see still. Sadly I couldn't find vector art for all of the emblems, so some will have some sort of background behind the emblem itself. I actually re-created this post a few times, mostly because I was trying to cut down on the length of the post. So, what I will be doing is covering the U.S Army first, then I will cover the U.S Marine Corps, and whatever branch I choose to cover after that. Once I have the United States covered, I will likely cover Italy next since I have something a little extra special I would like to do there. But, that is enough for now, lets get on with things. If you wish to read other suggestion posts I have made after this, click the link down below. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Army Branch Badge Section 2 - Special Operations Command Badge Section 3 - Army Division Badges Section 4 - Special Forces & Special Operations Forces ---- Section 1 - Army Branch Badge Since the United States Marine Corps & United States Navy both have their emblems in game. I think it would only be fair to include the U.S Army's Seal as well. While this may not be something a Soldier actually wears on their combat uniform, the rule of cool can still be easily applied to this video game (at least my personal bias take of rule of cool. At least I'm honest in my biasness though!) ---- Section 2 - Special Operations Command Badge Since the USSOCOM badge is in WW3 (As SOC), I thought it would be kind of cool to have the Army branch emblem of USSOCOM to go with it as part of that "my rule of cool" approach. Though if the Developers are concerned about how many Badges they can put into the game, this can be ignored. USASOC (United States Army Special Operations Command) - Founded on December 1st, 1989, USASOC is the command charged with overseeing all Special Operations Forces of the United States Army. Its mission is to organize, train, educate, man, equip, fund, administer, mobilize, deploy and sustain Army special operations forces to successfully conduct worldwide special operations. It also apparently doubles as the distinctive unit insignia for Delta Force. ---- Section 3 - Army Division Badges For the Divisions (which I know the U.S has a lot already present in the game) I wanted to find groups that had some sort of involvement in Asia as part of the coming Asia Theater of War. Here are three of the groups I found that had various degrees of involvement in that region of the World. 2nd Infantry Division - Currently based in South Korea acting as a pre-emptive defensive forces against an invasion from North Korea. One of the unique aspects of the 2nd Infantry Division is that it's the only Division made up partially by South Korean Soldiers called KATUSA (Korean Augmentation To the United States Army) that have been drafted into service by the South Korean Government. This however, is a modern day trait of the 2nd Infantry Division, not an original trait like the next Infantry Division involved in Korea. 7th Infantry Division - Though based in Tacoma Washington, the 7th Infantry Division had a rather extensive role to play at the end of WW2 as it served as a occupation force in Japan. At the start of the Korean War however, the 7th Infantry had been severely depleted due to post-war shortages of Men & Equipment. The Division would be reduced to 9,000 Men after aiding to replenish 25th Infantry Division & 1st Cavalry Division in Korea. To help replenish the ranks of the division, South Korea assigned nearly 9000 soldiers to the Division. UN Forces would also be attached to the Division from time to time in the case of the Colombian Battalions which swelled the ranks to 25,000 when they entered combat. Though for much of the war as part of the UN Forces as well, 3 successive Kagnew Battalions from Ethiopia would also fight alongside the 7th Infantry Division. 1st Armored Division - Based currently in El Paso, Texas. The 1st Armored Division is a combined arms division of the United States Army. It was the first Armored Division of the Army to see battle in WW2 and has served in every war since. They saw battle in the Korean War, Persian Gulf War, Iraq, and Afghanistan along with several other operations. The Division has earned numerous awards and recognition throughout all of the conflicts it has been involved in. ---- Section 4 - Special Forces & Special Operations Forces Nearing the end of this post I wanted to suggest the metaphorical scalpels of the United States Army, their Special Forces & Special Operations Forces. US Army Special Forces - Also known as Green Berets, the US Army Special Forces are the only Special Forces unit within the United States Army, and tends to be regularly confused with Special Operations Forces like the 75th Ranger Regiment, Delta Force, Navy SEALs, and others. When a individual passes training in Airborne operations, they earn their Airborne tab, when they complete Ranger training they earn their Ranger tab which goes above the Airborne tab, and finally when they complete Special Forces training their new Special Forces tab will go above the Ranger tab. They're regarded as the Quiet Professionals as they're typically made up of very modest, reserved individuals, and primarily take part in unconventional warfare by deploying deep behind enemy lines where they will attempt to raise an army of the local population to fight their current enemy of interest. Please note: The insignia on the right is the distinctive unit insignia of the Green Berets that is usually placed in the center of a group's Beret Flash. Depending on the group would also determine the colors of the Beret flash itself, but the insignia would look exactly as it is presented in the center of the badge. 75th Ranger Regiment - Is the premiere Light Infantry unit of the United States Army and is a Special Operations Forces unit under SOCOM. Unlike Green Berets, Rangers are typically very intense individuals as it's one of the qualities Rangers look for in them. Their missions tend to involve direct action against enemy forces, raiding enemy homes/strongholds, siezure of Air Fields, Destruction of Strategic Facilities, and more. Their motto; Rangers lead the way! Dates back to WW2 at Dog White sector of Omaha Beach, when then-Brigadier General Norman Cota, an assistant division Commander of the 29th Infantry division, informed one Major Max Schneider CO of the 5th Ranger Battalion upon discovering his Battalion were Rangers; "Well, god******, if you're Rangers, lead the way!" and from there the motto was instilled into the Regiment to this very day. Please note: The insignia on the right is the distinctive unit insignia of the 75th Ranger Regiment. Much like the Green Berets, the insignia is placed on the Beret itself. Unlike the Green Berets however, the Ranger Beret is beige. 1st Special Forces Operational Detachment-Delta - Most commonly known as Delta Force or "The Unit", this group of highly trained operators are one of three of the U.S Military's primary Tier 1 Special Missions units. Their counterparts in the Navy & Air Force are DEVGRU & 24th Special Tactics Squadron. Many aspects of Delta Force are classified from the missions they undertake to what they're looking for in recruits during selection. What is known however, is that they take part in Counter-Terrorism, Direct Action, Hostage Rescue, and Special Reconnaissance missions. Most of Delta's Operators are selected from the U.S Army Special Operations Command's elite Special Forces groups (Green Berets) and the 75th Ranger Regiment along with other Special Operations units. Please note: The insignia on the right is the distinctive unit insignia of Delta Force. Much like the Green Berets & 75th Ranger Regiment, the insignia sits in the Beret itself. As for what color the Beret is, I think that varies between individuals, and what group they were a part of prior to joining Delta Force. So If they have a Maroon beret, they were part of the U.S Airborne. If they have a Green Beret, they were part of the Green Berets. If they have a Beige Beret, they were part of the 75th Ranger Regiment. I could be wrong though as well, so keep that in mind. And with all of that out of the way we bring the post to an end. I hope everyone likes the idea of having these badges on offer in the game, I know the U.S already has a lot of representation via badges currently. But, when it comes to badges and soldier customization in general, more is simply more in my opinion. I will likely get started on the U.S Marine Corps later today, it should be a fairly small suggestion post since the Marine Corps is the 2nd or 1st smallest service branch of the United States Armed Services. I say 2nd or 1st because Space Force is the newest service Branch, but it's still considered a department of the Air Force right now even though it's suppose to be independent. Most likely a "It's still in development" sort of thing. Anyways! Till the next suggestion post... Have a good one!
  9. Hey Folks Life got extremely busy and unfortunately I wasn't able to complete this post in a timely manner that I prefer. But, better late than never (even if I never expect any of my suggestions to actually be added to the game.) Anyways, I will be covering Supplies this time around and how I think they should be utilized in the WW3 Meta game. If you haven't read my previous suggestion posts regarding the WW3 Meta game, you might want to read at least the 2nd suggestion post I made where I cover how Factions should be able to claim new territory, and from there you will see why I would love it if the Developers changed the current system in regards to the WW3 Meta game. Suggestions to Improve the WW3 Meta Game - War Map If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with how things currently work with Supplies. Warning; this post is going to be fairly long. ---- Dunabar's "Master Suggestion Post Archive" ---- Content of this post Section 1 - How Supplies currently work in the WW3 Meta Game Section 2 - Regional Headquarters Section 3 - Military Assets & Militarization Meter Section 4 - Capturing regions with Military Assets built in them & Faction chat Section 5 - Requisition Supplies ---- Section 1 - How Supplies currently work in the WW3 Meta Game The way Supplies currently work in game (or at least how they did before the Meta Game was left in limbo) is that Players would invest their Supplies into three different categories in a region, these three different categories would offer certain benefits to the faction with the most supplies invested into each category, and by having the most supplies invested in each category the Faction would take control of the region. Simple and straight forward. However, I personally don't like the system in it's current shape and that is mainly because (as I established in the War Map post) this makes the meta game feel less like a World War and more into an actual Bidding War where the two factions are just trying to donate more than the other to secure a region. So, if the Developers were to change how Factions take over regions of the World in the Meta Game, what role could Supplies still play in the meta game if they no longer have a direct effect on determining who controls a region of the War Map? In my personal 2 cent opinion, I would love it if there was a light RTS game element to the War Map that utilizes the Supplies as part of influencing gameplay and by light RTS I mean really light. No seeing AI models running around the map, no sending massive waves of tanks to slaughter a enemy team during an active match, or any of that sort RTS gameplay. What I'm talking about is the following... ---- Section 2 - Regional Headquarters Starting off simple I would suggest every region that comes under control by one of the Factions automatically generates a Regional Headquarters (or simply Regional HQ) in that region. A simple icon that Players can click on that takes them to some information panels. These Information panels should in turn provide the following- Records Captured: (Insert numbers here) Controlled since: (Insert numbers here) East Victories in region: (Insert number(s) here) West Victories in region: (Insert number(s) here) East Losses in region: (Insert number(s) here) West Losses in region: (Insert number(s) here) Total Eastern Casualties: (Insert number(s) here) Total Western Casualties: (Insert number(s) here) Total Eastern Vehicles Destroyed: (Insert number(s) here) Total Western Vehicles Destroyed: (Insert number(s) here) Provide Supplies for Military Assets - Will cover in Section 3 List of all Military Assets that can still be constructed, broken down by types, and buttons to donate Supplies to the construction of those Military Assets. Constructed Military Assets in the Region List of all currently constructed Military Assets broken down by types Militarization Meter - Will cover in Section 3 A Meter showing how Militarized the region is. On-going Operations Current Operation Phase, (Insert Frontlines/Momentum of War here) Active Operation Centers - Will cover in Section 3 (Insert list of active Operations here) I think that covers all the must know information. But, I know there is information that still needs to be provided and I will cover that information in the next section below. ---- Section 3 - Military Assets & Militarization Meter. Since (ideally) Supplies would no longer dictate who controls a region on the War Map, the Supplies resource would need to go towards something different, and that something plays into that light RTS gameplay I was talking about. I would like it if Players could invest/donate their Supplies towards enhancing their own Faction's abilities, hindering the opposing Faction, and countering the efforts of the opposing Faction. I would like to see this come to life through Military Assets that are essentially regional upgrades (or "Improvements", "Buildings", etc... for that RTS-lingo) for the various regions of the War map. These Military Assets should come in different types that have different benefits for constructing them. But, they should come with a rather large Supply cost to make their construction a true Faction effort. These types of Military Assets should be- Defensive Assets Defensive Military Assets should focus primarily on hindering the opposing Faction that is attacking a region. These assets should do stuff like making the Faction's Strikes cost more Battle Points when attacking certain regions with certain Defensive Assets, reducing their Operational duration, and whatever else seems reasonably possible. An example of such a Defensive asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Advance Air Defense Network - (THIS IS JUST A GENERAL EXAMPLE) Type: Defensive Asset Supply cost: 20,000 (Just a random number) Limit: 1 per region Effects Matches: Warzone & Breakthrough Stacking effects: None Duration: Constant unless destroyed Effects: Reduces enemy Air Support capabilities Increases Battle Point cost for Airstrikes by X. Increases Battle Points cost for Bombing Runs by X. Increases Battle Points cost for Radars by X. Increases Battle Points cost for Jammers by X. Manufacturing Assets Manufacturing Military Assets should focus on assisting the controlling Faction that is defending the region and providing some bonuses to other Military Assets. These assets should do stuff like making Player's strikes cheaper to deploy, adding additional effects to other Military Assets, and whatever else seems reasonably possible. An example of such a Manufacturing asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Mechanized Factory - (THIS IS JUST A GENERAL EXAMPLE) Type: Manufacturing Asset Supply cost: 28,000 (Just a random number) Limit: 1 per region Effects Matches: Warzone & Breakthrough Stacking effects: None Duration: Constant unless destroyed Effects: Increases supply of Mechanized assets. Decreases base cost of AFVs Decreases base cost of MBTs Provides 1 free stock AFV at the start of a match of Warzone in this region. Provides 1 free stock MBT at the start of a match of Warzone in this region. Provides 1 free stock AFV at the start of a match of Breakthrough in this region. Provides 1 free stock MBT at the start of a match of Breakthrough in this region. (Bonus with Mechanized Operations) Provides 1 free stock AFV & MBT at the start of a match of Warzone & Breakthrough in an adjacent region for the controlling Faction. Intelligence Assets Intelligence Military Assets should focus on assisting the controlling Faction by monitoring adjacent regions controlled by the controlling Faction or gaining intelligence of current operations or construction efforts by the opposing faction in their own regions. An example of such a Intelligence asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Surveillance Center - (THIS IS JUST A GENERAL EXAMPLE) Type: Intelligence Asset Supply cost: 18,000 (Just a random number) Limit: 1 per region Effects Matches: None Stacking effects: None Duration: 6 hours Effects: Monitors for hostile activity in nearby regions and in this region. Attempts reaval constructed Military Assets of the opposing Faction in the adjacent regions connected to this one. Chance of exact determination: 25% Chance. Chance of rough estimate: 50% Chance. Chance of poor estimate: 75% Chance. Attempts to gauge the rough Militarization makeup of the observed adjacent opposing Faction regions. Chance of exact determination: 25% Chance. Chance of rough estimate: 50% Chance. Chance of poor estimate: 75% Chance. Warns of ongoing hostile Operations being carried out in this region and adjacent friendly controlled regions. Updates gathered Intelligence once every hour. Increases success chances of Operations being carried out in this region. Operation Assets Operation Military Assets should focus primarily on disrupting or defeating the efforts of the opposing Faction in the friendly controlled region or adjacent friendly/enemy controlled regions. Operation Assets should be rather cheap to establish, but requires regular expenditure of Supplies to conduct Operations that have a chance of destroying the Military assets of the opposing Faction, countering Operations of the opposing Faction, and whatever else is reasonably possible. An example of such a Operation asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Long-Range Artillery Operations - (THIS IS JUST A GENERAL EXAMPLE) Type: Operations Supply cost: 5,000 (Just a random number) Limit: 1 per region Effects Matches: Varies by target of interest Stacking effects: None Duration: Constant unless destroyed Effects: Attempts to destroy enemy Military Assets in adjacent regions, chances increases or decrease depending on Defensive Military Assets in region. Launch attack from (Insert controlled region here) into (insert opposing faction controlled region here) - target (insert cheap Military Asset here). Supply cost: 10,000 (Just a random number) Chance of success: 50% (Bonus) Chance of success increased by 25% with Surveillance Center Launch attack from (Insert controlled region here) into (insert opposing faction controlled region here) - target (insert expensive Military Asset here). Supply cost: 10,000 (Just a random number) Chance of success: 15% (Bonus) Chance of success increased by 25% with Surveillance Center (Insert whatever other Long-Range Artillery Operations after this) Logistics Assets Logistics Military Assets should focus primarily on aiding the controlling Faction in either defending the local region or attacking adjacent ones controlled by the opposing Faction. These assets should focus on reducing the build costs of other Military assets, providing aid to players during matches, and whatever else seems reasonably possible. An example of such a Logistics asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Storage Depot - (THIS IS JUST A GENERAL EXAMPLE) Type: Logistics Supply cost: 10,000 (Just a random number) Limit: 1 per region Effects Matches: All match types & Operations Stacking effects: None Duration: Constant unless destroyed Effects: Stores resources in the local region for use during Operations & Matches Reduces the cost of Long-Range Artillery Operations by X Grants Players 1 additional Primary Weapon & Secondary Weapon ammunition for non-Special weapons during matches. Grants Players 1 additional Grenade during matches. (Insert whatever other benefits after this) As a Faction constructs these Military assets, they will begin to fill up what is called the Militarization Meter. This Militarization Meter is simply a way for players of the controlling Faction to see roughly just how much their Faction has invested in a region at a glance. For the opposing Faction, they should be required to use Intelligence Assets at a chance of revealing such information along with what exactly the opposing Faction has built in the region. This way it isn't exactly the best strategy to just blindly attack a region, better to get some intelligence on them first before attacking that way Players can determine the best course of action. All of this will obviously need to be balanced and that part (as usual with me) I leave to the Developers if they were to go down this path. I'm sure at this point however, you might be wondering; what if the opposing Faction takes over the region when the previous Faction had invested resources into constructing Military assets there? That spins us into section 4... ---- Section 4 - Capturing regions with Military Assets built in them & Faction Chat Now this part I will admit I'm a bit conflicted on. In one sense I think if your Faction takes on a fully militarized region & secures it, that Faction should get all the Military Assets that were previously constructed in it. However, sometimes accidents do happen in war and target locations desired for capture instead of destruction tend to either become damaged or completely destroyed. So, to make a balance of gameplay vs. realism, I would suggest giving a percentage chance of different variables happening when a Faction secures a location. General example- - (THIS IS JUST A GENERAL EXAMPLE) 25% chance of capturing the region completely intact. 50% chance of capturing the region with some damaged Military assets that require supplies to be repaired. 75% chance of capturing the region with a mixture of Military assets being heavily damaged or destroyed. Again that is just a general example, the numbers don't need to be exactly that. There could even possibly be ways for players to influence those chances through some Military Assets if the Developers want to go with that particular path. Overall I think this is the best middle ground approach between gameplay vs. realism and by adding in a chance of improving those numbers through Military Assets, you also give another incentive to players taking part in the meta game to really concern themselves with where they're putting their supplies, and maybe that can result in players within the same Faction to interact/communicate with each other more. Speaking of which...how would these two Factions achieve internal communication with their own members? This is where the Faction Chat kicks in... When players are exploring the War Map of WW3, they should have access to a Faction Chat. This Faction Chat suggestion is exactly as it sounds, it's a dedicated chat channel for players belonging to the same faction . No West Players talking with East Players and visa versa. This allows the members of the two Factions a way to organize teams, organize supply donations for Military assets, and etc. Maybe it won't be used for that, but at the very least the option would be there for them to do it if they so choose. But, to begin wrapping this post up before it gets much longer, I have one last suggestion that Players can spend their Supplies in that isn't another Military Asset in a sense. ---- Section 5 - Requisition Supplies I think there should be a tab for Players to exchange in-game Money & Supplies for temporary benefits during matches. These benefits should not do anything like...increase their health, give them extra body armor, or any "magical" perks that just seem to happen for no reason. No, rather I think what they should have is access to options like... - (THIS IS JUST A GENERAL EXAMPLE) Exchange 1000 Supplies for 500 in-game Money - Have a lot of Supplies and still need to buy stuff? Sell it for in-game Money. Exchange 1000 in-game Money for 500 Supplies - Have a lot of money and nothing to buy? Sell it for Supplies. Extra Primary Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Magazine for their Primary Weapon Duration: Lasts 1 hour Extra Secondary Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Magazine for their Secondary Weapon Duration: Lasts 1 hour Extra Special Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Rocket or Magazine for their Special class weapons. Duration: Lasts 1 hour Extra Ammunition Supplies (A) Supply cost: X (B) In-game money cost: X Grants the Player 2 extra charges when using the Ammunition Bag gadget. Duration: Lasts 1 hour Extra Medical Supplies (A) Supply cost: X (B) In-game money cost: X Grants the Player 2 extra charges when using the Ammunition Bag gadget. Duration: Lasts 1 hour And overall you get the idea. It just takes the current system and turns it into a meta game market for players to use as they see fit. It also gives players a way to get some use out of their excess Supplies & in-game money as well, rather than just building it up endlessly. With that out of the way however, we bring this post to an end to ensure it doesn't get too much longer. ---- I know this was a rather long post, but I had a lot to cover with it. I'm sure I won't get everyone on board with this suggestion, some players just want to play the game, and think nothing else about it beyond shooting other players in a match & their loadouts. Which is why in my Suggestions to Improve the WW3 Meta Game - War Map I mentioned that I think there should be Meta game dedicated servers. This way players that don't want to take part in the WW3 Meta Game in any shape or form and not have it impact their day to day gameplay can just 100% opt out of it all together. But, for me personally, I want to see the WW3 Meta game be something a little more than just a tact on feature, I want it to be something where taking part in it actually has affects on gameplay depending on the choices that are made. Where players are not trying to outbid each other for different regions on the World map, but actually fighting a digital struggle in this fictional 3rd World War to do it. So, I hope you like the idea I put forward, even if maybe just the general idea of it. If not, well, cannot please everyone. I may do one more suggestion post for the WW3 Meta Game Seasonal Rewards, but at the moment I'm not sure how to improve on that aspect of the meta game. I do have some other ideas knocking around in my head that might be able to be tied into the Meta Game, but first I need to do some more pondering over those before I get around to posting them. So, for the time being, I will say my series of suggestion posts regarding the WW3 Meta Game are completed for the time being. Like any suggestion post I make however; I leave all of this ultimately up to the Developers. If they like the idea and want to run with it. Cool. If they don't like it and rather just not add it. Cool. I just make the suggestion posts, its up to them to do what they see fit with them. Till the next suggestion post however... Have a good one folks! PS: I will add more to this post and update it if I feel I need to. Also if something didn't seem very clear (I was burning my late night oil as usual, means I'm more prone to making mistakes), by all means point it out, and I will see how I can clear things up.
  10. Hey Folks Time to wrap up round 3 of Weapons that can enhance WW3 and today we have what almost amounts to a modern Anti-Tank Rifle (though not actually, it's closer to that of a Light Cannon than anything else.) the XM109 AMPR, or as I'm simply calling it for the sake of the post & degree of realism, the M109 AMPR. A nasty prototype weapon created from the Barrett M82 or the U.S M107 .50 BMG and is even stronger in terms of damage dealing capability than the M82/M107. But, that is enough bla bla! If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the M109 AMPR. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The M109 AMPR - Real life information behind the M109 AMPR. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Special Weapons and suggested Special Weapons with the M109 AMPR. Section 3 - Special Features - Special features I think the M109 AMPR should have. Section 4 - Customization - Customization options I think the M109 AMPR should have. ---- Section 1 - The M109 AMPR Introduction & Demonstration Videos of the M109 AMPR. - Still looking for videos over this Weapon. Extra Information sources. XM109 AMPR - TFB XM109 AMPR - Gun Wiki XM109 AMPR - Wiki The Semi-Automatic XM109 AMPR, formerly known as the Objective Sniper Weapon (OSW), is a prototype Anti-Material Rifle/Grenade Launcher created by Barrett Firearms Manufacturing (X being a marking for a weapon being a prototype in the U.S Military.) It's design was based on the battle proven M82/M107 Anti-Material Rifle, using largely the same design makeup to create the XM109 AMPR with the largest change being to the upper receiver to allow the weapon system to chamber the 25x59mm Grenade Round that it fires. The 25x59mm Grenade Rounds currently come in two primary types, High Explosive & Armor-Piercing. However, this ammunition is the same as the cancelled XM307 ACSW (Advanced Crew Served Weapon) project which was designed around creating a 25mm automatic grenade launcher that fired smart airburst munitions. This means that, in theory, the XM109 AMPR can also fire Airburst rounds as well, which when partnered up with the BORS (Barrett Optical Ranging System) ballistic computer, could mean that the XM109 AMPR can accurately place airburst attacks on target wherever the shooter needs them. But, this is a theory right now and overall the current XM109 AMPR Project is currently in a state of Unknown. The project hasn't been officially cancelled nor adopted. When last updated, Barrett was researching ways to reduce the massive recoil of the weapon as the last registry of it was considered beyond Human limitation. So, if the weapon was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to generally similar Special Weapons? ---- Section 2 - Favored Playstyle & Stat Comparisons If added to the game, the M109 AMPR should serve as a bridge between Precision Sniper Rifles & Special Weapons that favors Defensive players above all else. It's damage should stand somewhere between the TOR & RPG-7, though more towards the TOR above all else. Against enemy Infantry, the AMPR should be deadly on direct impact, and have a small 1.5 to 2.5 meter splash damage radius when using it's stock HEDP rounds (It is firing a grenade round larger than .50 BMG after all.) Against enemy Vehicles the damage should obviously vary between the types. But, AFVs & MBTs should only be damaged by the AMPR if the weapon hits them in the rear with HEDP rounds or if it's using AP rounds for everywhere else. To balance out this weapon it should be Heavy, one of the weaker special weapons (in terms of general damage), high recoil & modest spread to dissuade spam firing, small ammo pool, and should be treated as a AMR (Anti-Material Rifle) which requires players to go Prone before they can ADS with the weapon. In turn the Player gets what amounts to a free (BP cost wise) Light Cannon that can be suppressed, placed wherever they feel is best to take up a position in, doesn't generate a smoke trail back to them, allows some the ability to fire rounds in fairly quick succession for moderately quick multi-hits, and reload the weapon without needing to return to the deployment zone of their team via the Ammunition or Equipment Bag. Now, lets move on to comparing possible stats of the M109 AMPR vs. the RPG-7 and the suggested GM-94 & Spike. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. AMPR proposed and compared stats. AMPR Weight: 31.00 RPG-7: 16.8 (S) GM-94: 17.50 (S) Spike: 28.00 AMPR Recoil: 0.8 RPG-7: 6.0 (S) GM-94: 3.0 (S) Spike: 0.1 AMPR Spread: 0.4 RPG-7: 1.5 (S) GM-94: 2.0 (S) Spike: 0.8 AMPR Reload time: 3.3 RPG-7: 3.3 Seconds (S) GM-94: 4.0 Seconds (S) Spike: Doesn't reload AMPR Rate of Fire: 80 RPG-7: 60 (S) GM-94: 130 (S) Spike: 1 AMPR Caliber: 25x59mm RPG-7: 40mm (S) GM-94: 43mm (S) Spike: Tandem-Charge HEAT AMPR Muzzle Velocity: 460 m/s RPG-7: 300 m/s (S) GM-94: 100 m/s (S) Spike: 150 m/s With this out of the way we move on to special features which is going to be some what short ---- Section 3 - Special Features 25x59mm Munitions - This special Grenade round is all the M109 AMPR fires and should only come in Fragmentation, High Explosive Dual Purpose, and Armor Piercing. Anti-Material Rifle - Should require players to be Prone before being able to shoot while Aiming Down Sight (ADS) just like the TOR will. Three Full Magazines - The M109 AMPR should only have three full magazines (15 rounds in Total) of either Fragmentation, HEDP, or AP. Unique Muzzle Brake & Suppressor - Because the M109 AMPR has a unique Muzzle Brake & Suppressor in real life, the AMPR in game should have them as well to offer some degree of differences. Airburst Munitions - Should the Developers add some form of Airburst munitions in the future to certain weapons, the M109 AMPR should be one of the weapons considered for the Airburst munitions as well for increased flexibility Caliber Conversion - Should the Developers add Caliber Conversion in the game, the M109 AMPR could be converted back down to a standard M82/M107 AMR (Barrett .50 for those that don't know the designations) or visa versa if they want to make the M107 instead of the M109. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the M109 AMPR should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium Barrel (Stock) Muzzles M109 Muzzle Brake (Stock) M109 Suppressor Lowers Bipods only (It's a AMR, no point in offering the other Lowers.) Side All sides optional Magazines 5 Rounds (Stock) Ammunition Fragmentation - Anti-Personnel focused rounds. High Explosive Dual Purpose - Balanced Anti-Personnel & Vehicle rounds. (Stock) Armor Piercing - Anti-Vehicle focused rounds. As for bodyparts there is nothing to add since the weapon is still a Prototype. But, the Developers can always get creative with it if they like. And with that out of the way we're done. I hope everyone likes the idea of the M109 AMPR being added to the game, even if not exactly how I suggest adding it. It's rather tricky to find a variety of weapons in this particular category just like Battle Rifles & Precision Sniper Rifles. There is only so many ways one can differ things that explode, or are used to destroy Vehicles, or lob grenades into a target area, and etc etc...Mainly because of both realistic Human limitations & Technological limitations. But, this will wrap up round 3 of Weapons that could enhance WW3. I'm going to take a little break from these posts after this, mainly to get some other suggestions squared away, wrap up my suggestions for the WW3 Metagame, and some other stuff. So, till I see you at the next suggestion post and the future 4th round of Weapons that can enhance WW3... Have a good one folks!
  11. Hey Folks Time to get one of the last weapon suggestions out of round 3 of "Weapons that could enhance WW3" and today we will cover the popular HK21. A very cool GPMG out of Germany that is more known for it's service outside of Germany, rather than it's service in Germany, and a gun that has a good bit of stuff that Players could ideally do with it if all the pieces fell into place. After this post I just have Special Weapons left to go, then I'm going to take a little break from Weapon Suggestion posts to get round 4 of "Weapons that could enhance WW3" all figured out, and cover some stuff I have been planning to cover for awhile out of the way. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the HK21 ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The HK21- Real life information behind the HK21. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game LMGs and suggested LMGs with the HK21. Section 3 - Special Features - Special features I think the HK21 should have. Section 4 - Customization - Customization options I think the HK21 should have. ---- Section 1 - The HK21 (left to right) HK21 without a Belt Box and a HK21 with a Belt-Box. Introduction & Demonstration Videos of the HK21. HK21/23 - TFB TV (Warning, full auto fire at the start of the video.) HK21 - Forgotten Weapons HK23 - Machine Gun Mike Extra Information sources HK21/HK23 - Modern Firearms HK21 - Gun Wiki HK21 - Wiki Back when the G8 Battle Rifle was created, H&K wanted to a created a General Purpose Machine Gun based off of the G3's design to go along side their Battle Rifle. What would come would be the HK21 which would largely see service outside of Germany with the Nations of Portugal, Sweden, Peru, Morocco, Thailand, South Africa, Denmark, United States, and others. During the 1980s the HK21A1 would undergo a modernization alongside the HK11A1 which would result in a new modular family of Machine Guns which share a lot of commonality between each other. Outside of it's ease of ability to be converted to use different calibers, the HK21 also features a four point fire selector that allows for safe, semi-automatic, 3-round burst, and fully automatic fire which grants the shooter plenty of choices for their situational need. A rather unique feature given that most Machine Guns only have safety & fully automatic fire. Today the HK21 is still in service with several countries such as Mexico, Jordan, Bolivia, El Salvador, Malaysia, and others providing it's reliability & adaptability where it is needed for them. So, if the gun was to be added to the game, what playstyle would the gun favor and most importantly where exactly would it stand when compared to the other Machine Guns? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the HK21 should be able to favor all sorts of different players as a rather adaptable machine gun through customization, a sort of jack-of-all trades, but a Master of none of them at once. To balance this it should have moderately high recoil, be modestly heavy, fairly high spread, slow reload speed (it's awkward in real life), and overall be much more demanding on players by forcing them to learn when to switch between the different fire modes. In exchange the HK21 should have deeper customization than most Machine Guns, have a high rate of fire, and middle of the road muzzle velocity. Now, lets move on to comparing possible stats of the HK21 vs. the Pecheneg, UKM, MG5, and the suggested LWMMG & M68. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. HK21 proposed and compared stats. HK21 Effective ranges: 0 - 105m (40 damage.) Damage decreases at 101m - 140m (30 damage) Pecheneg Bullpup: 0 - 105m (43 Damage.) Damage decreases at 120m - 135m (30 Damage) UKM: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) MG5: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) (S) LWMMG: 0 - 120m (55 damage.) Damage decreases at 121m - 140m (43 damage) (S) M68: 0 - 100m (33 damage.) Damage decreases at 101m - 140m (30 damage) HK21 Weight: 21.3 Pecheneg Bullpup: 20.2 UKM: 21.7 MG5: 30.0 (S) LWMMG: 32.9 (S) M68: 17.5 HK21 Recoil: 0.88 Pecheneg Bullpup: 0.73 UKM: 0.85 MG5: 0.9 (S) LWMMG: 0.9 (S) M68: 0.36 HK21 Spread: 0.28 Pecheneg Bullpup: 0.35 UKM: 0.3 MG5: 0,25 (S) LWMMG: 0.20 (S) M68: 0.18 HK21 Reload time: 8.4 Seconds Pecheneg Bullpup: 8.7 Seconds UKM: 7.9 Seconds MG5: 7.9 Seconds (S) LWMMG: 7.9 Seconds (S) M68: 6.8 Seconds HK21 Rate of Fire: 800 RPMs Pecheneg Bullpup: 550 RPMs UKM: 640 RPMs MG5: 720 RPMs (S) LWMMG: 400 RPMs (S) M68: 550 RPMs HK21 Caliber: 7.62x51mm Pecheneg Bullpup: 7.62x54mm UKM: 7.62x51mm MG5: 7.62x51mm (S) LWMMG: .338 Norma Magnum (S) M68: 6.8x51 Sig HK21 Muzzle Velocity: 850 m/s Pecheneg Bullpup: 900 m/s UKM: 860 m/s MG5: 785 m/s (S) LWMMG: 800 m/s (S) M68: 820 m/s HK21 Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 Pecheneg Bullpup: HDPE: 3 / PTLN: 3 / Cer: 4 / STL: 5 UKM: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 MG5: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 (S) LWMMG: HDPE: 2 / PTLN: 2 / Cer: 2 / STL: 3 (S) M68: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 8 With this out of the way we move on to special features. ---- Section 3 - Special Features This will be short since there isn't much that I think really needs to be mentioned at this time. Burst Fire - The HK21 should have the option to use Semi-Automatic, 3-Round Burst, and Fully Automatic fire like all Assault Rifles currently do. More Magazine options - The HK21 should have access to a 30 round magazine, 80 round Drum magazine, and 100 round Belt Box with the 100 round Belt Box being the stock option. All Barrel options - The HK21 should have access to all Barrel lengths with the medium barrel being the stock barrel. Caliber Conversion - Should WW3 allow Players to convert guns to different calibers, the HK21 should have access to 7.62x39, 5.56x45 NATO, and .308 Winchester ammunition on top of the 7.62x51 NATO. Otherwise just keep the weapon as the HK21 with the 7.62x51 NATO. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the HK21 should & should not have access to in my opinion when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Lower All Lowers optional Side All Side mounts optional Magazines 30 Round Magazine 80 Round Drum Magazine 100 Round Belt Box (Stock) Ammunition All (Gun) Ammunition Types optional And there doesn't seem to be any real aftermarket parts for cosmetics, so I'm either looking in the wrong place or there purely isn't anything out there. The Developers could get creative if they want of course. With all of that out of the way though, this brings the post to an end. I hope you like the idea of seeing the HK21 added to the game, even if maybe not the in the way I have suggested. This is honestly a very cool gun, not just because of visual appeal, but the idea that you can get so many different configurations out of this gun if caliber conversion becomes a thing. You can have the HK11 one moment, the HK23 in the next moment, go back to the HK21, or go with the very rare HK22 (Watch the first video I posted if I may have confused you with all this.) A nice bit of neat stuff that could be done with this weapon if all the pieces fell into place. But, for now lets wrap this up. Till the next suggestion post comes around... Have a good one folks!
  12. Hey Folks Still have a few more of these gun suggestion posts to complete for Round 3 of "Weapons that could enhance WW3" and I figured I would cover another weapon I have suggested once before to give it a chance for individual judgement like all the other weapons I have suggested. But, I wanted to go a little further and suggest a weapon that currently isn't operated by any Military or Law Enforcement groups, that could join the ranks of outsider weapons like that of the DMG Nine-Millie & Alpha (to my knowledge anyways.) So, today we will be covering the American Micro Dynamic Rifle (MDR.) If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the MDR. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The MDR - Real life information behind the MDR Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game BRs and suggested BR with the MDR. Section 3 - Special Features - Special features I think the MDR should have Section 4 - Customization - Customization options I think the MDR should have ---- Section 1 - The MDR The MDR (Micro Dynamic Rifle) Introduction & Demonstration Videos of the MDR. MDR - Forgotten Weapons MDR - InRangeTV MDR - Garand Thumb MDR - Military Arms Channel MDR - IraqVeteran8888 Extra Information sources MDR - Desert Tech MDR - Modern Firearms MDR - Gun Wiki The Desert Tech MDR (Micro Dynamic Rifle) is a multi-caliber, Bullpup Rifle created by the Desert Tech firearms company. First seen in 2014, but not actually officially being produced till 2017, the company's goal was to create a highly ergonomic, ambidextrous, adaptable, and compact weapon system. While these features were achieved, it was internal problems that would give the MDR a bad reputation in it's early days, requiring the company to modify or entirely re-engineer internal parts of the weapon such as the Gas System, and Extractor which was breaking at a high frequency all of which have been resolved. Original prototypes of the weapon also featured a three position fire selector to allow for the weapon to either be set to Safe, Semi, or Fully Automatic fire. But, because there has been no interest from either Military or Law Enforcement, the modern MDR has only ever come with the capability of Semi-Automatic fire in the Civilian market. Current conversion kits allow for the usage of .223 Wylde, .308 Winchester, 300 BLK, 5.56x45 NATO, and 7.62x51 NATO. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the other Battle Rifles? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the MDR should largely be a medium-long range focused Battle Rifle that favors players with steady aim that like to keep the enemy at a distance or flanking their targets rather than fighting them face to face. The weapon should feature no fully automatic fire capability (to mimic that it's not a Military or Law Enforcement Weapon and add different weapon variety), have one of the highest muzzle velocities for a Battle Rifle in game using the .308 Winchester ammunition, and of course naturally have the positives & negatives that come with a being a bullpup weapon. To balance this out further however, I would suggest giving it a modestly high spread to discourage reckless spam fire, modestly long reload speed, and higher than average weight (for balance reasons not realistic reasons.) Now, lets move on to comparing possible stats of the MDR vs. the SCAR-H, M417, and the suggested BREN 2 BR & ASh-12. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. I'm still getting it all fine tuned as well, so I will be updating all my current weapon suggestion posts later on. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: Once again, I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and keep what little sanity I have left in me. MDR proposed and compared stats. MDR Effective ranges: 115m (44 damage.) Damage decreases at 116m - 135m (32 damage) SCAR-H: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) M417: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) (S) BREN 2 BR: 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) (S) ASh-12: 0 - 35m (55 damage.) Damage decreases at 36m - 135m (38 damage) MDR Weight: 19.0 SCAR-H: 17.6 M417: 18.3 (S) BREN 2 BR: 17.9 (S) ASh-12: 25.0 MDR Recoil: 0.66 SCAR-H: 0.92 M417: 0.95 (S) BREN 2 BR: 0.87 (S) ASh-12: 0.98 MDR Spread: 0.26 SCAR-H: 0.2 M417: 0.14 (S) BREN 2 BR: 0.22 (S) ASh-12: 0.28 MDR Reload time: 4.8 Seconds SCAR-H: 4.0 Seconds M417: 1.0 Seconds (S) BREN 2 BR: 4.8 Seconds (S) ASh-12: 4.8 Seconds MDR Rate of Fire: 620 RPMs SCAR-H: 525 RPMs M417: 430 RPMs (S) BREN 2 BR: 620 RPMs (S) ASh-12: 600 RPMs MDR Caliber: .308 Winchester SCAR-H: 7,62x51mm M417: 7,62x51mm (S) BREN 2 BR: 7,62x51mm (S) ASh-12: 12.7x55mm MDR Muzzle Velocity: 900 m/s SCAR-H: 714 m/s M417: 817 m/s (S) BREN 2 BR: 680 m/s (S) ASh-12: 290 m/s MDR Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 SCAR-H: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 M417: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 (S) BREN 2 BR: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 (S) ASh-12: HDPE: 2 / PTLN: 2 / Cer: 2 / STL: 3 With this out of the way we move on to special features. ---- Section 3 - Special Features This will actually be short since there isn't much that really needs to be said. No Fully Automatic Fire - The MDR hasn't been adopted by any Military or Law Enforcement and is strictly a Civilian weapon currently. To add more variety in weapon choices (In the sense that not all guns are the same), I would recommend keeping the MDR as a Semi-Automatic only Battle Rifle to reflect that primarily civilian owned weapon. Bullpup Weapon - The gun is a Bullpup and thus should (once again) have the benefits & drawbacks of a Bullpup weapon. .308 Winchester - While .308 Winchester & 7.62x51 NATO are not massively different from one another, the .308 Winchester ammunition has more pressure build up in it do to thicker walls (If I understood correctly in my research.) This extra pressure causes the bullet to fly faster and thus have greater impact on the target, so the caliber should do slightly higher damage than the 7.62x51 NATO ammunition, but not completely outclass it beyond effective range & muzzle velocity. Caliber Conversion - Should WW3 allow Players to convert guns to different calibers, the MDR should have access to 6.8×43 Rem SPC, 5.56x45 NATO, and ,300 Blackout. Otherwise I would just keep it as .308 Winchester. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the BREN 2 BR should & should not have access to (in my opinion) when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels All Barrels optional Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 round Magazines 20 round Magazines Ammunition All (Gun) Ammunition Types optional And there doesn't seem to be any real noticeable aftermarket parts, so I think the Developers are pretty much in the open to make their own creative designs if they would like to do so. And with that we bring this post to an end. I hope everyone likes the MDR, even if maybe not exactly in the way I have suggested it. I was going to cover the M14 EBR next since I wanted to cover a weapon I have suggested once before, one that could serve as the sort of the counter-ASh-12, where it was better for longer range engagements & terrible at close range engagements. But, I feel pretty confident that the MK14/M14 EBR/Whatever you want to call it will be coming to WW3 at some point without me further pushing my support for it. So, I figured I would cover the MDR instead to offer a Battle Rifle style weapon (In that it fires a full powered caliber of ammunition) that didn't need to necessarily be in 7.62x51 NATO, so it could be a little different from what we have currently by making it's ammunition perform a little differently, and the weapon itself be something a little more different. Sure it's not a massive difference, but every little bit helps overall. Plus we still don't have a Bullpup Battle Rifle, so that gave it another plus in my book. The Developers could also get more than one use out of this weapon because it can shoot multiple calibers and does come in a MDR-C configuration. But, for now it's time to bring this post to an end, so till the next suggestion post comes around where I will likely cover a Machine Gun next... Have a good one folks!
  13. Yeah that was the Six12 underslung. It was a fun little thing even though it didn't work right lol.
  14. Hey Folks Took some time off to recharge my metaphorical WW3 batteries and handle some real life matters that demanded my attention (Life yo...So cruel.) Wanted to start something new, but I still have to finish my suggestions for the WW3 Metagame, my 3rd round of gun suggestions, and some other stuff. So, I figured I would start off easy and cover a Shotgun today for my 3rd round of weapon suggestions. A pretty neat little bit of Thunder from Down Under, the MAUL out of Australia. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the MAUL ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The MAUL - Real life information behind the MAUL Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Shotguns and suggested Shotguns with the MAUL. Section 3 - Special Features - Special features I think the MAUL should have. Section 4 - Customization - Customization options I think the MAUL should have. ---- Section 1 - The MAUL Standalone variant of the MAUL Shotgun with loaded tube (left) and unloaded tube (right) Introduction & Demonstration Videos of the MAUL. Still looking for good videos of the MAUL, most of them right now are related to COD, and that really doesn't tickle my fancy... Extra Information sources. MAUL - Gun Wiki MAUL - Wiki The MAUL is a lightweight, semi-automatic, electronically initiated, superposed-loaded shotgun created by the company Metal Storm out of Brisbane, Australia. The weapon comes in two forms; a standalone variant and a underslung variant which can be mounted to a weapon system that allows for it (typically an Assault Rifle or Battle Rifle.) The weapon is loaded by inserting a munition tube in the weapon barrel (think of it like loading a Muzzle Loader rifle), then is fired out of that same munition tube via an electronically initiated trigger system (IE: there is no hammer striking a primer to ignite the gunpowder to fire off the shots in the shell), and because of this electronic trigger system the MAUL is capable of firing a mixture of lethal & non-lethal ammunition. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the other Shotguns? ---- Section 2 - Favored Playstyle & Stat Comparisons The Playstyle the MAUL shotgun would favor is no different from other Shotguns, by it's very nature it would favor more aggressive players. To both balance this weapon and differ it from the other Shotguns however, I would suggest a slower reload speed, higher than average hip fire spread, a reduced shot count, and I wouldn't allow it to carry 1 extra round in the tube (It's factually impossible for the gun). This would make the Shotgun favor players that are accurate shooters and not People that like to hip fire around corners. Outside of this, the MAUL should be one of the lightest shotguns around (if not thee lightest shotgun), have very little recoil, a faster firing speed than the MCS (though lower than the VEPR-12 and yes I know the two have the exact same fire rate, but I feel pretty confident that the VEPR-12's ROF is mislabeled), and as a bonus have a little bit of a noise reduction (not saying silence the weapon, just make it a little quieter than other Shotguns.) Now, lets move on to comparing possible stats of the MAUL vs. the MCS, VEPR-12, and the suggested AA-12 & SAP-6. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. Special Note: Muzzle Velocity & Bullets to Kill are not listed in game for Shotguns currently, thus I will not try to balance around these stats. However, I will not fully remove them from this post in the event that something changes. MAUL proposed and compared stats. MAUL Effective ranges: 10m (24 damage.) Damage decreases at 11m - 30m (19 damage.) Damage decreases at 31m - 45m (10 damage.) Damage decreases at 46m - 75m (0 damage.) MCS: 15m (24 damage.) Damage decreases at 16m - 30m (19 damage.) Damage decreases at 31m - 45m (10 damage.) Damage decreases at 46m - 75m (1 damage.) VEPR-12: 15m (16-15 damage.) Damage decreases at 16m - 30m (12 damage.) Damage decreases at 31m - 45m (7 damage.) Damage decreases at 46m - 75m (0 damage.) (S) AA-12: 15m (12-11 damage.) Damage decreases at 16m - 30m (9 damage.) Damage decreases at 31m - 45m (4 damage.) Damage decreases at 46m - 75m (0 damage.) (S) SAP-6: 10m (24 damage.) Damage decreases at 11m - 30m (19 damage.) Damage decreases at 31m - 45m (10 damage.) Damage decreases at 46m - 75m (1 damage.) MAUL Weight: 4.5 MCS: 8.9 VEPR-12: 11.4 (S) AA-12: 14.5 (S) SAP-6: 7.0 MAUL Recoil: 1.2 MCS: 2.7 VEPR-12: 2,0 (S) AA-12: 0.85 (S) SAP-6: 2.3 MAUL Spread: 0.9 MCS: 0.5 VEPR-12: 0.7 (S) AA-12: 0.14 (S) SAP-6: 0.8 MAUL Reload time: 2.9 Seconds MCS: 2.3 Seconds VEPR-12: 3.1 Seconds (S) AA-12: 3.7 Seconds (S) SAP-6: 1.8 Seconds MAUL Rate of Fire: 425 MCS: 400 VEPR-12: 400 (S) AA-12: 500 (S) SAP-6: 350 MAUL Caliber: 12 Gauge MCS: 12 Gauge VEPR-12: 12 Gauge (S) AA-12: 12 Gauge (S) SAP-6: 12 Gauge MAUL Muzzle Velocity: MCS: VEPR-12: (S) AA-12: (S) SAP-6: MAUL Bullets to Kill: HDPE: / PTLN: / Cer: / STL: MCS: VEPR-12: (S) AA-12: (S) SAP-6: With this out of the way we move on to special features which is going to be pretty short because there isn't a lot to cover. ---- Section 3 - Special Features Limited Barrel & Magazine Options - The MAUL's barrel length is determined by the munition tube put into it, that tube also determines the amount of Ammunition the MAUL can fire per-tube, and so far I haven't seen anything that suggests that the MAUL has any larger munition tubes beyond 5 stacked shells that currently come stock with it. So it should be default limited to a Short barrel & 5-round tube. No Muzzle options - Again the weapon fires it's ammunition directly from the munition tube that is inserted into it, so there is really no point in having different muzzle options for the weapon as it wouldn't realistically benefit from them that I can see (I could be wrong also.) (And before you swing that "But video game" response at me, I don't even support the fact that Shotguns lose close range damage just because they use longer barrels. So "But video game" isn't going to sway me.) ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that as usual. Just a quick mention of what customization options the MAUL should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Short Barrel (Stock) Muzzles None Lower All Lowers optional Side All side mounts optional Magazines 5 Round Magazine (Stock) Ammunition N/A till Shotguns get their special ammunition As for different bodyparts for the gun itself, there doesn't seem to be anything special on offer. However, I can see the devs giving additional options for pistol grips & stocks from current weapons and maybe some custom stuff for the upper rail & lower rail to give it a little more character while also allowing for the usage of foregrips & side mount attachments. Outside of that though, nothing special. And with that this brings another weapon suggestion post to an end. I hope everyone likes the idea of seeing the MAUL Shotgun being added to the game, even if maybe not exactly how I think it should be added. I really think the Developers should consider adding the MAUL shotgun at some point primarily because of the ability to get two entirely different uses out of it as either a Standalone Shotgun or as a Underslung attachment for certain weapons. Beyond that you have a visually unique weapon, it would require a unique loading animation because of the munition tube (small differences are nice after all!), and it gives another Nation of the world some unique representation in WW3. But, for now and till the next suggestion post... Have a good one folks!
  15. Because it's an Unmanned Aerial Vehicle. There will be no Manned Aerial Vehicles (IE: One's our soldiers climb in & out of.) The Devs might change their minds in the future, but right now it's a firm "Not going to Happen."
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